Eternal Fighter ZERO

Eternal Fighter ZERO
EFZ Cover.jpg
Eternal Fighter ZERO cover art
Developer(s) Twilight Frontier
Genre 2D Fighting
Platform PC
Release Date December 2001 JP


[edit] Introduction

Originally released at Comiket at the end of 2001, Eternal Fighter ZERO is a 2D fighter whose cast is entirely made up of characters belonging to Key, in addition to one who belongs to their parent company Tactics. The game has received numerous patches and resulted in four recognized versions of the game.

[edit] Game Versions

Eternal Fighter ZERO

The original released at Comiket 2001. It featured twelve playable characters, equally split between Kanon (Ayu, Mai, Makoto, Nayuki (asleep), Sayuri and Shiori) and ONE (Akane, Mayu, Mio, Misaki, Mizuka and Rumi). UNKNOWN plays the role of the endgame boss.

Blue Sky Edition

Released in 2002. Four more playable characters were added, consisting of three from AIR (Kano, Minagi and Mizusu) and UNKNOWN was made a secret playable character. Kanna was brought in as a true final boss.

Bad Moon Edition

Released in 2003. Four more characters are brought in: Doppel Nanase from ONE, Mishio and Kaori from Kanon and Ikumi from MOON.

Memorial Edition

Released in 2005 and was the final update. Nayuki (awake) and Akiko from Kanon were added as playable characters. In addition, UNKNOWN has changed to appear on the select screen and Kanna was made playable as well.

[edit] Cast





[edit] Game Screen

EFZ Screen.jpg

1) Health gauge. This is depleted when fighters are hit by attacks. A character wins a round when their opponent's gauge hits zero. Final Memory attacks are only possible when this gauge is below 1/3 (flashing).

2) Round wins counter. A red circle indicates a won round. The fight ends and a victor declared when a fighter fills all their round counters.

3) FPS counter. The frame speed the game is running at. No direct effect on gameplay.

4) Special gauge. Used only by some characters, otherwise doesn't show. Determines effectiveness of certain traits. See character pages for more details.

5) Special gauge 2. Used only by some characters, otherwise doesn't show. Use of this varies, such as keeping track of jams stored or showing the character's current element.

6) SP gauge. Increases with every attack (successful or not) and provides the energy needed for Eternity Specials and Final Memories. The number represents the number of charged SP bars available for use (maximum of 3).

7) Reinforce gauge. Increase automatically over the course of the fight. Gauge has three stages. When filling with dark blue it is not usable. When filling with red or light blue then reinforce attacks gain their extended properties and instanst charge becomes available. IC drains the gauge instantly, whereas reinforce attacks depends on the colour - red drops the gauge back to empty, while light blue drains 25% of existing energy.

8) Stun gauge. Appears next to a character when launched airbourne from certain attacks and shows the amount of time where said fighter can be juggled unable to do anything about it. When this gauge disappears the fighter is safe from further attacks and can either fall safely to the ground or perform an air recovery.

[edit] Command Notation

Like many fighting games, EFZ articles often use shortened terms to refer to control inputs, and thus simplfying things such as move lists.

Directional input is noted by numbers as set out on the numerical keypad on the right side of the keyboard, and are noted as if the character is on the left side of the opponent. When on the right side the player only need to reverse horizontal commands (so 6 refers to pressing towards the opponent and 4 away from the opponent. 5 is used to denote a neutral press in some cases, although the omission of directional input commands can also signify this.

7 8 9
4 5 6
1 2 3

Letters are used to show the attack commmands.

A - Weak attack.
B - Medium attack.
C - Strong attack.
S - Special.

[edit] Gameplay Aspects

Attacks (A,B or C)

All characters can use weak, medium and strong attacks which can be performed on the ground or in the air. Typically, the stronger the attack the slower it is. Pressing directions will alter the attacks used and special commands can be input to unleash special techniques. The Special button is used for certain characters for special traits, like Shiori raises a shield and Nayuki (asleep) stores 1 jam. See individual character pages for command lists.

Throw (6C)

At close range, pressing 6C will let you throw the opponent. Unlike other attacks a throw cannot be guarded and it can be performed in midair to strike with an air throw.

Jumping (7,8 or 9)

All character can jump and perform a second midair jump, at which point they must land to do so again. Aspects like attacking and guarding can still be executed while airbourne.

Dashing (44 or 66)

Double-tapping towards or away from the opponent will cause your character to dash in that direction. These dashes can also be performed in the air but you won't be able to midair jump again until you land.

Guarding (1,4 or 7)

Pressing away from the opponent will cause your character to block attacks. You can do a standing guard, crouching guard and an air guard. You will still take chip damage from attacks, but the health lost will be significantly less than that of a direct hit. You will also be pushed back slightly (on the ground_ or pushed back significantly (if in the air).

Recoil Guard (1,4 or 7 upon attack impact)

Guarding an attack the instant it is about to hit is a recoil guard. This guard prevents all damage from the attack and negates knockback stun, allowing someone to swiftly counterattack while the opponent is still recovering from their own attack. Additionally it is possible to recoil guard an attack while recovering from your own moves, whereas a normal guard would not be possible.

Reinforce Attack

Some attacks, when executed using C, will become reinforce attacks. These are high power versions of the attacks but will drain the RF gauge. If the gauge is red then it will drop to the dark blue stage. If the gauge is light blue then it will drain 25% of it or whatever is left.

Instant Charge (22C)

An instant charge is performed by 22C and allows your character to instatly recover from an animation. This is useful for attacks that have a lot of ending lag and allows players to string together combos that would not normally be possible. Additional traits involve the action freezing for a very brief moment (for which you can start inputting commands for) and an increase to damage and stun depending on how full the reinforce gauge was at the time. However, do note that this move drains the RF gauge entirely.

Super Armor

Some moves will also bestow super armor on a character, where they will not receive hitstun from attacks and will continue with the intended attack anyway. However, this does not protect the user entirely, as they will still take in full damage from attacks that connect.

Jump Cancel

Some moves have a property that allows the user to jump out of the animation, removing all ending lag immediately and allowing the user to follow up with either aerial attacks or to make a hasty aerial retreat.

Move Cancel

Some moves can have their ending frames cancelled out by inputting a command for an attack or a special attack (depending on the move), removing all ending lag and allowing the player to link from certain moves into other ones.

Eternity Specials

These are extra powerful techniques above that of a characters regular specials. As such they tend to have longer command inputs and will drain the SP gauge. The level of the attack depends on which button is used to execute the command: A for level 1, B for level 2 and C for level 3. The number of bars drained from the SP gauge is also dependant on the level of the attack. If a player tries to use a certain level of attack they haven't got enough SP for then they will perform the highest available Eternity Special instead.

Final Memory

Considered to be the ultimate attacks. These moves can be hard to land, possess long commmand inputs and require a character to have a full 3 bars of SP and their health to be in critical flashing state. However, these are also the most damaging attacks available and can help a player on the verge of defeat to make a comeback.

[edit] Game Modes


Battle through eight battles against computer opponents. As of Memorial edition, the opponents of the first seven fights are random from any of the non-boss characters but the last fight will always be against either UNKNOWN or Kanna, depending on who you are using.


Fight a 1 on 1 battle against the computer. Player gets to choose characters and stage.

VS Human

Fight a 1 on 1 battle against another player. Players get to choose characters and stage. This is local play only, although a fan made hack was created for online play.


Train against a computer dummy. The dummy can be set for various actions to practice in different situations, and the state of the various gauges can be altered during play.


Watch and record battles.

[edit] External Links

Official EFZ Website

Last edited by InsanityS on 29 May 2010 at 01:22
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